Use OpenGL to get default framebuffer properties.
This commit is contained in:
parent
3a72f33541
commit
053737e660
@ -1042,63 +1042,6 @@ void _glfwPlatformRestoreWindow(_GLFWwindow* window)
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void _glfwPlatformRefreshWindowParams(void)
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void _glfwPlatformRefreshWindowParams(void)
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{
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{
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GLint value;
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_GLFWwindow* window = _glfwLibrary.currentWindow;
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// Since GLFW doesn't understand screens, we use virtual screen zero
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[window->NSGL.pixelFormat getValues:&value
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forAttribute:NSOpenGLPFAAlphaSize
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forVirtualScreen:0];
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window->alphaBits = value;
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[window->NSGL.pixelFormat getValues:&value
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forAttribute:NSOpenGLPFAColorSize
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forVirtualScreen:0];
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// It seems that the color size includes the size of the alpha channel so
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// we subtract it before splitting
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_glfwSplitBPP(value - window->alphaBits,
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&window->redBits,
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&window->greenBits,
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&window->blueBits);
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[window->NSGL.pixelFormat getValues:&value
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forAttribute:NSOpenGLPFADepthSize
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forVirtualScreen:0];
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window->depthBits = value;
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[window->NSGL.pixelFormat getValues:&value
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forAttribute:NSOpenGLPFAStencilSize
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forVirtualScreen:0];
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window->stencilBits = value;
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[window->NSGL.pixelFormat getValues:&value
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forAttribute:NSOpenGLPFAAccumSize
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forVirtualScreen:0];
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_glfwSplitBPP(value,
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&window->accumRedBits,
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&window->accumGreenBits,
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&window->accumBlueBits);
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// TODO: Figure out what to set this value to
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window->accumAlphaBits = 0;
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[window->NSGL.pixelFormat getValues:&value
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forAttribute:NSOpenGLPFAAuxBuffers
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forVirtualScreen:0];
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window->auxBuffers = value;
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[window->NSGL.pixelFormat getValues:&value
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forAttribute:NSOpenGLPFAStereo
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forVirtualScreen:0];
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window->stereo = value;
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[window->NSGL.pixelFormat getValues:&value
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forAttribute:NSOpenGLPFASamples
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forVirtualScreen:0];
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window->samples = value;
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}
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}
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@ -196,19 +196,19 @@ struct _GLFWwindow
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char key[GLFW_KEY_LAST + 1];
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char key[GLFW_KEY_LAST + 1];
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// Framebuffer attributes
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// Framebuffer attributes
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int redBits;
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GLint redBits;
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int greenBits;
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GLint greenBits;
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int blueBits;
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GLint blueBits;
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int alphaBits;
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GLint alphaBits;
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int depthBits;
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GLint depthBits;
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int stencilBits;
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GLint stencilBits;
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int accumRedBits;
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GLint accumRedBits;
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int accumGreenBits;
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GLint accumGreenBits;
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int accumBlueBits;
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GLint accumBlueBits;
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int accumAlphaBits;
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GLint accumAlphaBits;
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int auxBuffers;
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GLint auxBuffers;
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GLboolean stereo;
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GLboolean stereo;
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int samples;
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GLint samples;
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// OpenGL extensions and context attributes
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// OpenGL extensions and context attributes
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int glMajor, glMinor, glRevision;
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int glMajor, glMinor, glRevision;
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@ -363,6 +363,7 @@ int _glfwStringInExtensionString(const char* string, const GLubyte* extensions);
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const _GLFWfbconfig* _glfwChooseFBConfig(const _GLFWfbconfig* desired,
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const _GLFWfbconfig* _glfwChooseFBConfig(const _GLFWfbconfig* desired,
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const _GLFWfbconfig* alternatives,
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const _GLFWfbconfig* alternatives,
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unsigned int count);
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unsigned int count);
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void _glfwRefreshContextParams(void);
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GLboolean _glfwIsValidContextConfig(_GLFWwndconfig* wndconfig);
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GLboolean _glfwIsValidContextConfig(_GLFWwndconfig* wndconfig);
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GLboolean _glfwIsValidContext(_GLFWwindow* window, _GLFWwndconfig* wndconfig);
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GLboolean _glfwIsValidContext(_GLFWwindow* window, _GLFWwndconfig* wndconfig);
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37
src/opengl.c
37
src/opengl.c
@ -347,12 +347,13 @@ GLboolean _glfwIsValidContextConfig(_GLFWwndconfig* wndconfig)
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//========================================================================
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//========================================================================
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// Checks whether the specified context fulfils the requirements
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// Reads back context properties
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// It blames glfwOpenWindow because that's the only caller
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//========================================================================
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//========================================================================
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GLboolean _glfwIsValidContext(_GLFWwindow* window, _GLFWwndconfig* wndconfig)
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void _glfwRefreshContextParams(void)
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{
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{
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_GLFWwindow* window = _glfwLibrary.currentWindow;
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parseGLVersion(&window->glMajor, &window->glMinor, &window->glRevision);
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parseGLVersion(&window->glMajor, &window->glMinor, &window->glRevision);
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// Read back forward-compatibility flag
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// Read back forward-compatibility flag
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@ -387,8 +388,36 @@ GLboolean _glfwIsValidContext(_GLFWwindow* window, _GLFWwndconfig* wndconfig)
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}
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}
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}
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}
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window->glRobustness = wndconfig->glRobustness;
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glGetIntegerv(GL_RED_BITS, &window->redBits);
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glGetIntegerv(GL_GREEN_BITS, &window->greenBits);
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glGetIntegerv(GL_BLUE_BITS, &window->blueBits);
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glGetIntegerv(GL_ALPHA_BITS, &window->alphaBits);
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glGetIntegerv(GL_DEPTH_BITS, &window->depthBits);
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glGetIntegerv(GL_STENCIL_BITS, &window->stencilBits);
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glGetIntegerv(GL_ACCUM_RED_BITS, &window->accumRedBits);
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glGetIntegerv(GL_ACCUM_GREEN_BITS, &window->accumGreenBits);
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glGetIntegerv(GL_ACCUM_BLUE_BITS, &window->accumBlueBits);
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glGetIntegerv(GL_ACCUM_ALPHA_BITS, &window->accumAlphaBits);
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glGetIntegerv(GL_AUX_BUFFERS, &window->auxBuffers);
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glGetBooleanv(GL_STEREO, &window->stereo);
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if (_glfwPlatformExtensionSupported("GL_ARB_multisample"))
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glGetIntegerv(GL_SAMPLES_ARB, &window->samples);
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else
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window->samples = 0;
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}
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//========================================================================
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// Checks whether the specified context fulfils the requirements
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// It blames glfwOpenWindow because that's the only caller
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//========================================================================
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GLboolean _glfwIsValidContext(_GLFWwindow* window, _GLFWwndconfig* wndconfig)
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{
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if (window->glMajor < wndconfig->glMajor ||
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if (window->glMajor < wndconfig->glMajor ||
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(window->glMajor == wndconfig->glMajor &&
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(window->glMajor == wndconfig->glMajor &&
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window->glMinor < wndconfig->glMinor))
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window->glMinor < wndconfig->glMinor))
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@ -290,82 +290,6 @@ static _GLFWfbconfig* getFBConfigs(_GLFWwindow* window, unsigned int* found)
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}
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}
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//========================================================================
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// Read back framebuffer parameters from the context
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//========================================================================
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static void refreshContextParams(_GLFWwindow* window, int pixelFormat)
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{
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PIXELFORMATDESCRIPTOR pfd;
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if (window->WGL.ARB_pixel_format)
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{
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window->redBits =
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getPixelFormatAttrib(window, pixelFormat, WGL_RED_BITS_ARB);
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window->greenBits =
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getPixelFormatAttrib(window, pixelFormat, WGL_GREEN_BITS_ARB);
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window->blueBits =
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getPixelFormatAttrib(window, pixelFormat, WGL_BLUE_BITS_ARB);
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window->alphaBits =
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getPixelFormatAttrib(window, pixelFormat, WGL_ALPHA_BITS_ARB);
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window->depthBits =
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getPixelFormatAttrib(window, pixelFormat, WGL_DEPTH_BITS_ARB);
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window->stencilBits =
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getPixelFormatAttrib(window, pixelFormat, WGL_STENCIL_BITS_ARB);
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window->accumRedBits =
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getPixelFormatAttrib(window, pixelFormat, WGL_ACCUM_RED_BITS_ARB);
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window->accumGreenBits =
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getPixelFormatAttrib(window, pixelFormat, WGL_ACCUM_GREEN_BITS_ARB);
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window->accumBlueBits =
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getPixelFormatAttrib(window, pixelFormat, WGL_ACCUM_BLUE_BITS_ARB);
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window->accumAlphaBits =
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getPixelFormatAttrib(window, pixelFormat, WGL_ACCUM_ALPHA_BITS_ARB);
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window->auxBuffers =
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getPixelFormatAttrib(window, pixelFormat, WGL_AUX_BUFFERS_ARB);
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window->stereo =
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getPixelFormatAttrib(window, pixelFormat, WGL_STEREO_ARB) ? GL_TRUE : GL_FALSE;
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if (window->WGL.ARB_multisample)
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{
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window->samples = getPixelFormatAttrib(window, pixelFormat, WGL_SAMPLES_ARB);
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// We force 1 to zero here because all the other APIs say zero when
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// they really mean 1
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if (window->samples == 1)
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window->samples = 0;
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}
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else
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window->samples = 0;
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}
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else
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{
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DescribePixelFormat(window->WGL.DC, pixelFormat,
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sizeof(PIXELFORMATDESCRIPTOR), &pfd);
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// "Standard" window parameters
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window->redBits = pfd.cRedBits;
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window->greenBits = pfd.cGreenBits;
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window->blueBits = pfd.cBlueBits;
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window->alphaBits = pfd.cAlphaBits;
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window->depthBits = pfd.cDepthBits;
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window->stencilBits = pfd.cStencilBits;
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window->accumRedBits = pfd.cAccumRedBits;
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window->accumGreenBits = pfd.cAccumGreenBits;
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window->accumBlueBits = pfd.cAccumBlueBits;
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window->accumAlphaBits = pfd.cAccumAlphaBits;
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window->auxBuffers = pfd.cAuxBuffers;
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window->stereo = (pfd.dwFlags & PFD_STEREO) ? GL_TRUE : GL_FALSE;
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// If we don't have WGL_ARB_pixel_format then we can't have created a
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// multisampling context, so it's safe to hardcode zero here
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window->samples = 0;
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}
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}
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//========================================================================
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//========================================================================
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// Creates an OpenGL context on the specified device context
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// Creates an OpenGL context on the specified device context
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//========================================================================
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//========================================================================
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@ -516,7 +440,6 @@ static GLboolean createContext(_GLFWwindow* window,
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glfwMakeContextCurrent(window);
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glfwMakeContextCurrent(window);
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initWGLExtensions(window);
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initWGLExtensions(window);
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refreshContextParams(window, pixelFormat);
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return GL_TRUE;
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return GL_TRUE;
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}
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}
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@ -320,6 +320,7 @@ GLFWAPI GLFWwindow glfwOpenWindow(int width, int height,
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// Cache the actual (as opposed to desired) window parameters
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// Cache the actual (as opposed to desired) window parameters
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glfwMakeContextCurrent(window);
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glfwMakeContextCurrent(window);
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_glfwRefreshContextParams();
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_glfwPlatformRefreshWindowParams();
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_glfwPlatformRefreshWindowParams();
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if (!_glfwIsValidContext(window, &wndconfig))
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if (!_glfwIsValidContext(window, &wndconfig))
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@ -197,68 +197,6 @@ static int errorHandler(Display *display, XErrorEvent* event)
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}
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}
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//========================================================================
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// Read back framebuffer parameters from the context
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//========================================================================
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static void refreshContextParams(_GLFWwindow* window, GLXFBConfigID fbconfigID)
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{
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int dummy;
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GLXFBConfig* fbconfig;
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int attribs[] = { GLX_FBCONFIG_ID, fbconfigID, None };
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if (_glfwLibrary.GLX.SGIX_fbconfig)
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{
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fbconfig = _glfwLibrary.GLX.ChooseFBConfigSGIX(_glfwLibrary.X11.display,
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_glfwLibrary.X11.screen,
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attribs,
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&dummy);
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}
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else
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{
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fbconfig = glXChooseFBConfig(_glfwLibrary.X11.display,
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_glfwLibrary.X11.screen,
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attribs,
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&dummy);
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}
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if (fbconfig == NULL)
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{
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// This should never ever happen
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// TODO: Flag this as an error and propagate up
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_glfwSetError(GLFW_PLATFORM_ERROR, "X11/GLX: Cannot find known "
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"GLXFBConfig by ID. This cannot "
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"happen. Have a nice day.\n");
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abort();
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}
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window->redBits = getFBConfigAttrib(window, *fbconfig, GLX_RED_SIZE);
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window->greenBits = getFBConfigAttrib(window, *fbconfig, GLX_GREEN_SIZE);
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window->blueBits = getFBConfigAttrib(window, *fbconfig, GLX_BLUE_SIZE);
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window->alphaBits = getFBConfigAttrib(window, *fbconfig, GLX_ALPHA_SIZE);
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window->depthBits = getFBConfigAttrib(window, *fbconfig, GLX_DEPTH_SIZE);
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window->stencilBits = getFBConfigAttrib(window, *fbconfig, GLX_STENCIL_SIZE);
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window->accumRedBits = getFBConfigAttrib(window, *fbconfig, GLX_ACCUM_RED_SIZE);
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window->accumGreenBits = getFBConfigAttrib(window, *fbconfig, GLX_ACCUM_GREEN_SIZE);
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window->accumBlueBits = getFBConfigAttrib(window, *fbconfig, GLX_ACCUM_BLUE_SIZE);
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window->accumAlphaBits = getFBConfigAttrib(window, *fbconfig, GLX_ACCUM_ALPHA_SIZE);
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window->auxBuffers = getFBConfigAttrib(window, *fbconfig, GLX_AUX_BUFFERS);
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window->stereo = getFBConfigAttrib(window, *fbconfig, GLX_STEREO) ? GL_TRUE : GL_FALSE;
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// Get FSAA buffer sample count
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if (_glfwLibrary.GLX.ARB_multisample)
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window->samples = getFBConfigAttrib(window, *fbconfig, GLX_SAMPLES);
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else
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window->samples = 0;
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XFree(fbconfig);
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}
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//========================================================================
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//========================================================================
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// Create the actual OpenGL context
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// Create the actual OpenGL context
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//========================================================================
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//========================================================================
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@ -463,8 +401,6 @@ static int createContext(_GLFWwindow* window,
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return GL_FALSE;
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return GL_FALSE;
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}
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}
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refreshContextParams(window, fbconfigID);
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return GL_TRUE;
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return GL_TRUE;
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}
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}
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